WIP: feat(scene) initial beauty baseline — terrain textures, sky, foam, mist, foliage, shadows
- Add 3 Terrain3D texture assets (limestone, valley grass, warm soil) - Sculpt initial Terrain3D heightmap with ridge, valley, waterfall drop - Replace plain water with emissive-tinged material - Add foam mesh, mist spheres, and procedural sky with valley fog - Add 10 StylizedTree instances around village perimeter - Enable directional light shadows with extended cascade range - Add tree height snapping to terrain surface - Add refined scaffold tests for material count, terrain height, foliage, sky, fog - Add terrain texture PNGs and StylizedTree.tscn scene - Add generate_jajce_terrain.gd tool
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@@ -1,3 +1,33 @@
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[gd_resource type="Terrain3DAssets" format=3]
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[gd_resource type="Terrain3DAssets" load_steps=7 format=3]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/rock_albedo.png" id="1_rock"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/grass_albedo.png" id="2_grass"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/soil_albedo.png" id="3_soil"]
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[sub_resource type="Terrain3DTextureAsset" id="Texture_rock"]
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name = "Limestone"
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albedo_texture = ExtResource("1_rock")
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normal_texture = ExtResource("1_rock")
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normal_depth = 0.0
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uv_scale = 0.18
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detiling_rotation = 0.12
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[sub_resource type="Terrain3DTextureAsset" id="Texture_grass"]
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name = "Valley Grass"
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id = 1
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albedo_texture = ExtResource("2_grass")
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normal_texture = ExtResource("2_grass")
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normal_depth = 0.0
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uv_scale = 0.16
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detiling_rotation = 0.18
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[sub_resource type="Terrain3DTextureAsset" id="Texture_soil"]
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name = "Warm Soil"
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id = 2
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albedo_texture = ExtResource("3_soil")
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normal_texture = ExtResource("3_soil")
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normal_depth = 0.0
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uv_scale = 0.2
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detiling_rotation = 0.1
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[resource]
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texture_list = Array[Terrain3DTextureAsset]([SubResource("Texture_rock"), SubResource("Texture_grass"), SubResource("Texture_soil")])
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